castiglione
SOC-12
This is an idea I had about modeling suppressive fire.
It's based on two things:
1) An article I read in TIME magazine about how people behave when under stress; according to the article, the most common reaction when people "panic" is for them to freeze, rather than run around like headless chickens.
2) A discussion on a wargame forum where a USMC infantry captain stated that the usual way battles end is by participants on both sides deciding they've had enough of risking their lives for the day. Basically, the battle grinds to a halt and both sides withdraw.
Sooo...here's my "system".
Each combatant rolls 1d6 for initiative. Initiative is modified by the following:
1) The skill TACTICS is added to the initiative die roll.
2) The skill LEADER - the highest LEADER skill in a group is added to the initiative die roll of PC's within a certain distance of the leader (the PC with the highest LEADER skill).
3) SUPPRESSION - SUPPRESSION (more on this later) of each PC is subtracted from their initiative die roll.
Combatants act in turn of their initiative. Dies are broken with the TACTICS skill, and then with DEXTERITY, in case of a tie in TACTICS.
However, if initiative is less than 0, the combatant CANNOT act this turn and the negative initiative is treated as a negative modifier for initiative in the NEXT combat turn, i.e. if initiative is -3, the combatant can not do anything this turn and next turn, a modifier of -3 is applied to his initiative die roll.
SUPPRESSION: SUPPRESSION accumulates during a battle. Whenever a PC or NPC fires on an enemy, he inflicts one unit of SUPPRESSION on his target if he misses but if the amount he misses by is equal to or less than the dice of damage his weapon inflicts +1 for each extra bullet; if he hits his target, he inflicts two units of SUPPRESSION. Example, NPC #1 fires a burst (4 rounds) at NPC #2 with his automatic rifle. He needs to roll 10+ to hit. If he rolls 2-3, he misses. If he rolls 4-9, he misses but inflicts one unit of SUPPRESSION (he can miss by up to 6 - 3 for the 3D of the rifle and +3 for the three extra rounds). If he rolls 10+, he hits and inflicts two units of SUPPRESSION.
At the end of each combat round, each PC can LOSE one units of SUPPRESSION buy rolling 8+ on 2D. He gets a positive modifier for the LEADER skill of another PC if he is close enough to that PC.
Thus, the way this works is that over the course of the battle, combatants accumulate SUPPRESSION and so combat eventually bogs down and effectively, assuming there are survivors, both sides back off and call it quits. Note that if two sides are fighting and the participants accumulate SUPPRESSION and another group joins the battle, the fresh group will have a tremendous advantage since they will have no SUPPRESSION at all and will have an advantage at winning initiative.
The reason I decided to have suppressive fire affect initiative was because it occurred to me that being shot at would adversively affect the length of one's OODA (observe, orient, decide, act) loop. Basically, as the situation began to go more and more pear-shaped, people would take longer and longer to assess their situation and act.
It's based on two things:
1) An article I read in TIME magazine about how people behave when under stress; according to the article, the most common reaction when people "panic" is for them to freeze, rather than run around like headless chickens.
2) A discussion on a wargame forum where a USMC infantry captain stated that the usual way battles end is by participants on both sides deciding they've had enough of risking their lives for the day. Basically, the battle grinds to a halt and both sides withdraw.
Sooo...here's my "system".
Each combatant rolls 1d6 for initiative. Initiative is modified by the following:
1) The skill TACTICS is added to the initiative die roll.
2) The skill LEADER - the highest LEADER skill in a group is added to the initiative die roll of PC's within a certain distance of the leader (the PC with the highest LEADER skill).
3) SUPPRESSION - SUPPRESSION (more on this later) of each PC is subtracted from their initiative die roll.
Combatants act in turn of their initiative. Dies are broken with the TACTICS skill, and then with DEXTERITY, in case of a tie in TACTICS.
However, if initiative is less than 0, the combatant CANNOT act this turn and the negative initiative is treated as a negative modifier for initiative in the NEXT combat turn, i.e. if initiative is -3, the combatant can not do anything this turn and next turn, a modifier of -3 is applied to his initiative die roll.
SUPPRESSION: SUPPRESSION accumulates during a battle. Whenever a PC or NPC fires on an enemy, he inflicts one unit of SUPPRESSION on his target if he misses but if the amount he misses by is equal to or less than the dice of damage his weapon inflicts +1 for each extra bullet; if he hits his target, he inflicts two units of SUPPRESSION. Example, NPC #1 fires a burst (4 rounds) at NPC #2 with his automatic rifle. He needs to roll 10+ to hit. If he rolls 2-3, he misses. If he rolls 4-9, he misses but inflicts one unit of SUPPRESSION (he can miss by up to 6 - 3 for the 3D of the rifle and +3 for the three extra rounds). If he rolls 10+, he hits and inflicts two units of SUPPRESSION.
At the end of each combat round, each PC can LOSE one units of SUPPRESSION buy rolling 8+ on 2D. He gets a positive modifier for the LEADER skill of another PC if he is close enough to that PC.
Thus, the way this works is that over the course of the battle, combatants accumulate SUPPRESSION and so combat eventually bogs down and effectively, assuming there are survivors, both sides back off and call it quits. Note that if two sides are fighting and the participants accumulate SUPPRESSION and another group joins the battle, the fresh group will have a tremendous advantage since they will have no SUPPRESSION at all and will have an advantage at winning initiative.
The reason I decided to have suppressive fire affect initiative was because it occurred to me that being shot at would adversively affect the length of one's OODA (observe, orient, decide, act) loop. Basically, as the situation began to go more and more pear-shaped, people would take longer and longer to assess their situation and act.
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